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-HC-Para

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Everything posted by -HC-Para

  1. -HC-Para

    Where can I get this plane?

    Thats the NPAM raider lads, Footmunch's older Spad/Sandy/Skyraider is a good alternative and the one I used before this beauty. And, no - it's not available for download. Snake Man and myself are actually pushing for the release of the current SEBNam updates, so watch this space - so to speak This NPAM Sandy will engage any fixed targets like HMG's and mortars, as well as any vehicles or armor. I am using it in combination with SnYpir's support pack for CAS, works a treat but CoC's napalm (comes with Sandy) has some lag issues on older video cards. Para
  2. -HC-Para

    BFV_PlantsPack v0.8

    Me too Para
  3. -HC-Para

    BFV_PlantsPack v0.8

    Long Song - BeefNam (BFVN). Official release and images up on our website ofp.shafted.com.au Para
  4. I think that there is one area in terms of vegetation that has, at least to my knowledge, been neglected by vegetation pack addon makers. This is the area descripted as "dead fall". IE - fallen trees, old tree stumps, etc. There have been a couple of attempts to incorperate these objects into packs - namely BAS_O and Mig's Colonial Wars addon. Neither attempt has solved the issues of clipping and/or AI obstruction. Dead fall is severly missed in any map where there is a good deal of jungle. Every Vietnam vet I've talked to or interviewed has mentioned dead fall and the VC's ability to use it to their advantage. Is there any addon makers who would be interested in looking into this area? Para
  5. @ Fred, I forgot to mention - why haven't you sent that bridge to me yet? Para
  6. I wouldn't mind having a look either. Para
  7. -HC-Para

    BFV_PlantsPack v0.8

    LOL! Look harder :P Every single bush is on there. Para
  8. -HC-Para

    Meekong Delta - The first Non-Alpha!

    New Witch-Doctor 5 Version. New mission version, much more updated than the version in the mission pack. Enjoy! Para Edit: Requires Nampack II and Jam2.
  9. -HC-Para

    BFV_PlantsPack v0.8

    Drow, git moovin... Para
  10. -HC-Para

    Meekong Delta - The first Non-Alpha!

    In my own testing, Ilo version 2 final (the released one) fixes most if not all of the issues with AI's being able to see through the objects. It still seems to occur occaisionally, but - to be honest - when I've examined the situation more carefully in seagull cam I've discovered that the AI had a general look down on our position or some other terrain advantage - sometimes just a lucky break in the vegetation as well. Enough other times I've walked right up next to a AI in the grass and he hasn't seen me at all. I'm pretty sure that in the jungle the AI can't see that well, at least thats been my experience. The AI can no longer see or shoot through the paddie walls either, which was a major improvement to the Ilo pack. Older versions of Ilo and that was another story though, you want to make sure you have the latest released version. Ebud has mentioned that he's fixing the Ilo objects for a "final" final :P and we can hopefully see a new version of these objects in a week or so. In this version, you will no longer be able to fly, drive or walk through the forests like you can at present. Para
  11. -HC-Para

    BFV_PlantsPack v0.8

    I don't care what the right "term" is, we all know the issue and that's what counts. Para
  12. -HC-Para

    Meekong Delta - The first Non-Alpha!

    Yes, it solves the same problem on any island using unmodified SEB Ilo objects. Para
  13. -HC-Para

    BFV_PlantsPack v0.8

    Pretty serious clipping issues need to be sorted out as well, you can see what I mean when the camera passes trees in the BeefNam anim. It doesn't look good when everything behind the object nearest to you dissapears Para
  14. Heh, ok - sorry Fred, perhaps the image of the tree as bridge suggested the wrong thing. Although, actually - it should be possible with a good ai pathway and some object sinking in WRPtool This is more what I mean, dead trees - they lie everywhere in forest and jungle terrain. They are a primary source of cover and concealment, which is why I'd like to see them in OFP done better than they have been before. Jungle actually consists of a number of layers: BBC Science - Virtual Jungle We need more ground level cover than rocks and vertical tree trucks. You can't hide from a bullet behind a bush, you need something solid! I'd like to see some buttress roots and a lot of different types of fallen trees. Para
  15. -HC-Para

    BFV_PlantsPack v0.8

    Here's the first one, for instance: Long Son - BeefNam Note: This is an internal Hell's Circus alpha test. Expect bugs! Please don't upload this island to any website for download - it sucks and does not represent the finished version or even a polished one. What it does do is give users, The Unsung - and anyone who may be interested - a chance to test the objects ingame and on an island where you can see the AI interaction, etc very easily with the odd mission or two. Para
  16. -HC-Para

    BFV_PlantsPack v0.8

    Ok, texture brightness then. But please fix it, I can release islands as soon as you have ;) Para
  17. -HC-Para

    BFV_PlantsPack v0.8

    BeefNam vegetation pack (released) looks a lot better than the unreleased version I had a look at earlier. I think the lighting needs to be reduced on most of the vegetation objects, the colours ingame are quite incompatible with either SEBNam, SEBIlo or Resistance colour schemes - they are just too bright! Most people will want to mix types, lets face it, so please ensure that the lighting on all the objects in this pack is similar to that used by SEB and BIS. **It's a really great start. Keep up the good work! Para
  18. -HC-Para

    Meekong Delta - The first Non-Alpha!

    @ Clue - seems to work ok for me. I have tried specifying move to next to waters edge and also getting in and out of a PBR at these locations, both work fine. Para
  19. -HC-Para

    Meekong Delta - The first Non-Alpha!

    Glad you blokes like the island. OFP.info has posted this is the final island version, I actually don't remember saying this was a final to anyone. I will not be working on Meekong anymore. I am handing the project back to Wolf after making the changes he requested on his island. He will do any final detailing or any further work needed on this island. I am going back to Phuoc Tuy Province and the WWII islands. Para
  20. -HC-Para

    Meekong Delta - The first Non-Alpha!

    Meekong MP Missions Pack. EDIT: Two of the four missions (Witch-Doctor5 and Defend Or Die) can be played as single player missions, or as single player with respawn by creating your own server. There is a new version of SEB Ilo coming with the forests fixed. The only road from memory that is asphalt is connecting the two major towns on the island. It wont be made into a dirt road, the rest of them are dirt roads or trails. Para
  21. -HC-Para

    Fireworks

    Please make it MP capable. Para
  22. -HC-Para

    Long son island - version 2 released.

    It's fixed Prime, nuff said on that one. How can you hide inside a tree when those tall Ilo trees are so skinny? My OFP character must be somewhat overweight! There won't be any real rush to get Ilo Final 2.2 out until we have finished testing. I'm quite sure Ebud has no wish for there to be a 2.3, or 2.4, etc. Para PS - No one can help with airfields?
  23. There is a new version of Long Son Island up for download on our website. Sample screenshot, more images on site: Please use this forum thread for discussion on the island. Enjoy! Para. EDIT: Requires Ebud's Ilo final.
  24. -HC-Para

    Long son island - version 2 released.

    S.O.S! I need help with the airfields, nothing I do seems to work. If someone who knows something about getting one of these working could contact me via message or email - [email protected], it would be much appreciated. I need help Para
  25. -HC-Para

    Long son island - version 2 released.

    @ Drow - Nah mate, you're spot on. All Hell's Circus islands have the same issue. I'm not sure how to fix it. It is caused by this in config file: *********************************** class ReplaceObjects { class SebIlo_ForestSquare { replace="seb_ilo\sebles_su_ctver_pruhozi.p3d"; with[]={"seb_ilo\sebles_su_ctver_pruhozi.p3d"}; center="true"; }; class Ilo_ForestSquare1 { replace="seb_ilo\rssz_trees.p3d"; with[]={"seb_ilo\rssz_trees.p3d"}; center="true"; }; class Ilo_ForestSquare2 { replace="seb_ilo\rssz_brush.p3d"; with[]={"seb_ilo\rssz_brush.p3d"}; center="true"; }; }; *********************************** I know of no other way of making sure the objects will "terrain follow". Before these lines were added to config, I was sick in the guts everytime some player said "hey, there's a floating tree....." It's another reason I don't like the original sebnam forest square, as it has a permanently floating tree on one of the corners - no matter what the hell you do! I hate floating objects! If someone can suggest a sure fire way of making the forest squares follow the terrain better, I will sort this issue out immediately and on every island from Spearhead44 to Meekong. Para EDIT: Typo.
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